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blit.wgsl

Bindings

texture

#
@group(0)
@binding(0)
var texture: texture_2d<f32>

texture_sampler

#
@group(0)
@binding(1)
var texture_sampler: sampler

Structures

VertexOutput

#
struct VertexOutput {
@builtin(position)
position: vec4<f32> ,
@location(0)
tex_coords: vec2<f32> ,
}

Functions

vs_main

#
@vertex
Processes each 3D point in a model before it's drawn
fn vs_main (
@builtin(vertex_index)
vi: u32
) -> VertexOutput

fs_main

#
@fragment
Calculates the final color of each pixel on the screen
fn fs_main ( ) ->
@location(0)
vec4<f32>